Viba wrote:Changes in the current beta regarding navy fac hitpoints have gone in the right direction, but far too radically. A T3 HQ should die from a nuke, yes...
But having T3 slave factories with ~10khp is just not right. This means whoever gets one or more battleships into enemy production can wipe out several factories easily, factories which might be producing 9k mass battleships inside them. People might also just start ignoring navy and producing strats/solaces/sneaky tactics to snipe factories since they are so weak.
Same goes for T2 factories, HQ:s die to two TML:s or a few passes from torps, and it is just sad that T2 support facs have almost similar HP to current T1 facs.
In terms of naval warfare the changes to T3 factory HP, buildtime and cost are really hard on UEF. UEF is already weak at T2 against other factions, sometimes going early T3 is the best option. Making the T3 factory weaker and harder to get is just a kick in the balls for UEF and leaves them vulnerable for a longer time.
With the new changes people might just ignore naval fighting and run units past enemy units into production doing kamikaze runs like it would be Pearl Harbor 2k16. Or conversely ignore naval gameplay and focus on air, especially if opponent is cybran. Few torps to kill cruisers and few torps/bombers to kill their very weak factories, game over. With weak naval factories TML acu is even more viable, not to even mention the weaker economy buildings for any other faction than UEF...
Overall I don't particularly like the new patch, it changes the gameplay too much instead of "balance". But this is the issue that has been bothering me the most. I didn't include many examples or any replays or such, because the changes on paper and their effects are so obvious to people who actually play big naval fights.
The winter is coming, and I am ready.